Table Of Contents

Workflow for the export of 3ds Max animations

General

Meshes and their LOD levels need a skin modifier in each case. In order to save work, the skin modifier can be copied from the base mesh onto the LOD meshes. Later the weights of the LODs have to be adapted.

Object settings

For the base mesh and each LOD the preference "Export Animations to Separate Skeleton Files" has to be activated in the object settings under the tab "Mesh Animations". You also have to set the frame ranges and the names of the animations there.

After the export

The OgreMax WinViewer tool doesn't show the animations, if you export them by this way. The exported .skeleton & .mesh files can be imported into the editor by drag & drop and can be viewed there. It's not necessary to import the .mesh files of the LODs manually, the importer does this on his own.